Couple of advanced questions

Post » Sun Oct 24, 2010 9:57 am

Been wondering about some things,,

First out ; if i se several items to repair each other, will the value of a low quality items transfer into the higher grade quality items ?
If not i was thinking it would be more valuable to dont repair items and sell them individually.

And regarding the diffeculty, any thing we earn extra on higher settings?
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Courtney Foren
 
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Post » Sun Oct 24, 2010 4:26 am

When you repair items with each other, the higher repaired item won't necessarily cost as much as two medium quality items.

As for difficulty, with higher difficulty, you get higher XP for killing enemies or completing quests.
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StunnaLiike FiiFii
 
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Post » Sun Oct 24, 2010 4:45 pm

Yeah, a fixed item is usually more valuable than two broken ones. Of course you shouldn't fix a 99% condition item with a 80% condition one.

And on higher diffculties you get to shoot ten minutes at a Super Mutant's head to kill it :)
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Terry
 
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Post » Sun Oct 24, 2010 6:44 am

Yeah, a fixed item is usually more valuable than two broken ones. Of course you shouldn't fix a 99% condition item with a 80% condition one.

And on higher diffculties you get to shoot ten minutes at a Super Mutant's head to kill it :)



oh the fun....
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Cat Haines
 
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Post » Sun Oct 24, 2010 9:20 am

First out ; if i se several items to repair each other, will the value of a low quality items transfer into the higher grade quality items ?
If not i was thinking it would be more valuable to dont repair items and sell them individually.

To some extent, the value is indeed transfered into the repaired object. Your repair skill is a factor in how efficient you are at repairing, however, and obviously two items at 60% condition are likely more valuable than one at 80%.

What you have to keep in mind, however, is that you're not likely to lack caps and that your carrying capacity is more constraining than access to the loot you tend to be carrying. Super mutants will drop tons of miniguns, assault rifles, and hunting rifles and when you consider the time investment involved in constantly going to a trader to offload low-condition items, it makes no sense at all to not compress your loot as much as possible, even if a few caps are lost in the process.

Personally I tend to calculate things in caps per unit weight ratios. Cigarettes, mines, and grenades pay well and weigh little. Booze has an okay 10 to 1 ratio. Sensor modules are 30 to 2 or 15 to 1. Also okay. Assault rifles at low condition? 40 caps to 7 weight? That's not really all that good. Repair said rifle to mint condition (or as close as your repair allows) and we're talking 300 to 7. That's a ratio of almost 43 to 1. A minigun that weighs 18? Unless it's above 180 in value, it's simply not worth carrying. Unless there's other miniguns around to compress into it, of course, as then the value climbs steadily towards 1000 and a ratio of 50+ to 1. A Fat Man weighing in at 30? Waste of time unless it's at least at 300 value. Missile launchers tend to always be worthless. Shotguns likewise. I still lug them around until a better opportunity presents itself, but I'm not sorry if I have to leave such items behind.
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Sabrina garzotto
 
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Post » Sun Oct 24, 2010 1:05 am

Sometimes the value of the one item is greater than the two items used to make it. Sometimes it's less. Best thing to do is save game, make the repair, and if the combined value is less, reload. Especially with something pricey like plasma rifles.
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Luis Reyma
 
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Post » Sun Oct 24, 2010 4:54 pm

1) It depends oyour Repair skill and the conditions of the two weapons. If you have a high enough Repair skill that nothing gets wasted, then repairing weapons will create a more valuable weapon. For example if your Repair skill is 50% and you find two Hunting rifles with 15% condition then combinig them is going to create a more valuable gun. but if you found two Hunting Rifles at 45% condition it would be more profitable to sell them separately.

2) Difficulty modifies the experience you gain from killing enemies:
very easy = 50% XP
easy = 75% XP
normal = 100% XP
hard = 125% XP
very hard = 150% XP
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Lexy Corpsey
 
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Post » Sun Oct 24, 2010 4:41 pm

you should notice that the only reason someone repairs stuff is that it weighs em down. not many poeple have walked out of a building with 3 gatling lasers and a couple laser rifles. but plenty have poeple have walked out with 1 gatling laser thats fully repaired and 2 or 3 laser rifles.

and for higher difficulties? you get the grand prize of *drumroll* fleeing at the sight of every master! congrats.

but at higher difficulties you get more exp.

i also think i might know the difficulty modifiers

very easy: you damage others 6 times as much and you get hit by 1/4 as much as damage.

easy: you hit 3 times as much and you get hit by 1/2 as much damage.

normal: no modification (suprised?)

hard: you hit 1/2 as much and get hit by, well im not sure but i think it would be 3.

very hard: you hit 1/4 as much and get hit by 6 times as much damage.
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Kristian Perez
 
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